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*Pathfinder & Starfinder
A historical look at D&D ACs (part 1)
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<blockquote data-quote="trancejeremy" data-source="post: 5877574" data-attributes="member: 924"><p>I disagree - while you point out that direct magical attacks weren't terribly effective (because of the high magic resistance of such monsters), most high level fighters had a nice magical weapon and probably some sort of strength enhancing item (ie, Girdle of Giant Strength)</p><p></p><p>Say for instance, a 13th level Paladin with a Holy Avenger and a Girdle of Frost Giant Strength. That would be +9 to hit with a THAC0 of 8, so while he'd need an 18 to hit AC -10, he'd only have to roll a 9, which is more often than not. And since they'd get two attacks per round, would probably be hitting it once per round.</p><p></p><p>And the damage would likely be 1d12+10 (for being Holy Avenger vs a Demon, in Lolth's case) + 9 for strength. So 20-31 points of damage.</p><p></p><p>I actually just went through the module <em>The Forgotten Temple of Baalzebub</em> for OSRIC (a high level module ironically with a lot of demons in it) with said Paladin (as well as a 12th level Fighter with a Sun Blade) and they really cleaned up (since most didn't have ACs anywhere near -10).</p><p></p><p>edit:</p><p></p><p>And bear in mind, Teleportation in AD&D carried some risk, it wasn't something you would want to do unless it was an emergency as it has a chance of killing you (getting caught in the ground) (until Teleport Without Error came along)</p></blockquote><p></p>
[QUOTE="trancejeremy, post: 5877574, member: 924"] I disagree - while you point out that direct magical attacks weren't terribly effective (because of the high magic resistance of such monsters), most high level fighters had a nice magical weapon and probably some sort of strength enhancing item (ie, Girdle of Giant Strength) Say for instance, a 13th level Paladin with a Holy Avenger and a Girdle of Frost Giant Strength. That would be +9 to hit with a THAC0 of 8, so while he'd need an 18 to hit AC -10, he'd only have to roll a 9, which is more often than not. And since they'd get two attacks per round, would probably be hitting it once per round. And the damage would likely be 1d12+10 (for being Holy Avenger vs a Demon, in Lolth's case) + 9 for strength. So 20-31 points of damage. I actually just went through the module [I]The Forgotten Temple of Baalzebub[/I] for OSRIC (a high level module ironically with a lot of demons in it) with said Paladin (as well as a 12th level Fighter with a Sun Blade) and they really cleaned up (since most didn't have ACs anywhere near -10). edit: And bear in mind, Teleportation in AD&D carried some risk, it wasn't something you would want to do unless it was an emergency as it has a chance of killing you (getting caught in the ground) (until Teleport Without Error came along) [/QUOTE]
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A historical look at D&D ACs (part 1)
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